Documentation
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Overview ¶
graphics.gd/classdb/AnimatedSprite2D is similar to the graphics.gd/classdb/Sprite2D node, except it carries multiple textures as animation frames. Animations are created using a graphics.gd/classdb/SpriteFrames resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The graphics.gd/classdb/SpriteFrames resource can be configured in the editor via the SpriteFrames bottom panel.
Index ¶
- type Advanced
- type Any
- type Expanded
- type Extension
- type ID
- type Instance
- func (self Instance) Animation() string
- func (self Instance) AsAnimatedSprite2D() Instance
- func (self Instance) AsCanvasItem() CanvasItem.Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsNode2D() Node2D.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) Autoplay() string
- func (self Instance) Centered() bool
- func (self Instance) FlipH() bool
- func (self Instance) FlipV() bool
- func (self Instance) Frame() int
- func (self Instance) FrameProgress() Float.X
- func (self Instance) GetPlayingSpeed() Float.X
- func (self Instance) ID() ID
- func (self Instance) IsPlaying() bool
- func (self Instance) Offset() Vector2.XY
- func (self Instance) OnAnimationChanged(cb func(), flags ...Signal.Flags)
- func (self Instance) OnAnimationFinished(cb func(), flags ...Signal.Flags)
- func (self Instance) OnAnimationLooped(cb func(), flags ...Signal.Flags)
- func (self Instance) OnFrameChanged(cb func(), flags ...Signal.Flags)
- func (self Instance) OnSpriteFramesChanged(cb func(), flags ...Signal.Flags)
- func (self Instance) Pause()
- func (self Instance) Play()
- func (self Instance) PlayBackwards()
- func (self Instance) PlayNamed(name string)
- func (self Instance) SetAnimation(value string)
- func (self Instance) SetAutoplay(value string)
- func (self Instance) SetCentered(value bool)
- func (self Instance) SetFlipH(value bool)
- func (self Instance) SetFlipV(value bool)
- func (self Instance) SetFrame(value int)
- func (self Instance) SetFrameAndProgress(frame_ int, progress Float.X)
- func (self Instance) SetFrameProgress(value Float.X)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetOffset(value Vector2.XY)
- func (self Instance) SetSpeedScale(value Float.X)
- func (self Instance) SetSpriteFrames(value SpriteFrames.Instance)
- func (self Instance) SpeedScale() Float.X
- func (self Instance) SpriteFrames() SpriteFrames.Instance
- func (self Instance) Stop()
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Expanded ¶
type Expanded [1]gdclass.AnimatedSprite2D
func (Expanded) Play ¶
Plays the animation with key 'name'. If 'custom_speed' is negative and 'from_end' is true, the animation will play backwards (which is equivalent to calling Instance.PlayBackwards).
If this method is called with that same animation 'name', or with no 'name' parameter, the assigned animation will resume playing if it was paused.
func (Expanded) PlayBackwards ¶
Plays the animation with key 'name' in reverse.
This method is a shorthand for Instance.Play with custom_speed = -1.0 and from_end = true, so see its description for more information.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsAnimatedSprite2D ¶
func (*Extension[T]) AsCanvasItem ¶
func (self *Extension[T]) AsCanvasItem() CanvasItem.Instance
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.AnimatedSprite2D
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsAnimatedSprite2D ¶
func (Instance) AsCanvasItem ¶
func (self Instance) AsCanvasItem() CanvasItem.Instance
func (Instance) FrameProgress ¶
func (Instance) GetPlayingSpeed ¶
Returns the actual playing speed of current animation or 0 if not playing. This speed is the Instance.SpeedScale property multiplied by custom_speed argument specified when calling the Instance.Play method.
Returns a negative value if the current animation is playing backwards.
func (Instance) IsPlaying ¶
Returns true if an animation is currently playing (even if Instance.SpeedScale and/or custom_speed are 0).
func (Instance) OnAnimationChanged ¶
func (Instance) OnAnimationFinished ¶
func (Instance) OnAnimationLooped ¶
func (Instance) OnFrameChanged ¶
func (Instance) OnSpriteFramesChanged ¶
func (Instance) Pause ¶
func (self Instance) Pause()
Pauses the currently playing animation. The Instance.Frame and Instance.FrameProgress will be kept and calling Instance.Play or Instance.PlayBackwards without arguments will resume the animation from the current playback position.
See also Instance.Stop.
func (Instance) Play ¶
func (self Instance) Play()
Plays the animation with key 'name'. If 'custom_speed' is negative and 'from_end' is true, the animation will play backwards (which is equivalent to calling Instance.PlayBackwards).
If this method is called with that same animation 'name', or with no 'name' parameter, the assigned animation will resume playing if it was paused.
func (Instance) PlayBackwards ¶
func (self Instance) PlayBackwards()
Plays the animation with key 'name' in reverse.
This method is a shorthand for Instance.Play with custom_speed = -1.0 and from_end = true, so see its description for more information.
func (Instance) SetAnimation ¶
func (Instance) SetAutoplay ¶
func (Instance) SetCentered ¶
func (Instance) SetFrameAndProgress ¶
Sets Instance.Frame and Instance.FrameProgress to the given values. Unlike setting Instance.Frame, this method does not reset the Instance.FrameProgress to 0.0 implicitly.
Example: Change the animation while keeping the same Instance.Frame and Instance.FrameProgress:
var current_frame = animated_sprite.Frame() var current_progress = animated_sprite.FrameProgress() animated_sprite.PlayNamed("walk_another_skin") animated_sprite.SetFrameAndProgress(current_frame, current_progress)
func (Instance) SetFrameProgress ¶
func (Instance) SetSpeedScale ¶
func (Instance) SetSpriteFrames ¶
func (self Instance) SetSpriteFrames(value SpriteFrames.Instance)
func (Instance) SpeedScale ¶
func (Instance) SpriteFrames ¶
func (self Instance) SpriteFrames() SpriteFrames.Instance
func (Instance) Stop ¶
func (self Instance) Stop()
Stops the currently playing animation. The animation position is reset to 0 and the custom_speed is reset to 1.0. See also Instance.Pause.